Grinding out levels by hand gets exhausting fast, so grabbing a vampire life script makes the whole process way more chill.
You get to run around as a bloodthirsty vampire, level up your stats, and smash your enemies to grow stronger while exploring the map, plus you can try out being a werewolf or a witch if you want a change of pace.
Skip the boring parts of the grind and check out the working code below to get your automation set up.
Vampire life Script – (Vampire AutoFarm) & More
local WOLF_RANGE = 500
local HUMAN_RANGE = 3500
local TRAVEL_RANGE = 3500
local COUNTDOWN = 2
local BLOOD_LOW = 0.40
local BLOOD_TARGET = 0.90
local DRINK_DISTANCE = 3
local DRINK_COOLDOWN = 9
local DRINK_CHECK_DELAY = 3
local PAUSE_HEALTH = 0.30
local RESUME_HEALTH = 0.50
local PASS_START_DISTANCE = 6
local PASS_BEYOND = 1.5
local PASS_TIMEOUT = 1
local ATTACK_DISTANCE = 3
local BURST_DURATION = 0.45
local HOLD_TIME = 0.08
local GAP_TIME = 0.02
local Pathfinding = game:GetService("PathfindingService")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local Input = game:GetService("UserInputService")
local player = Players.LocalPlayer
local env = type(getgenv) == "function" and getgenv() or _G
local old = env.WolfShuttleController
if type(old) == "table" then
if not old.stopped or (old.workerStarted and not old.workerFinished) then
warn("[Farm] Existing run left unchanged. Press F6 to stop it before restarting.")
return
end
end
local oldTest = env.WolfClickTest
if type(oldTest) == "table" and type(oldTest.stop) == "function" then
warn("[Farm] Stop the separate click test with F6 before starting this farmer.")
return
end
local press, release = mouse1press, mouse1release
if type(press) ~= "function" or type(release) ~= "function" then
warn("[Farm] Mouse press/release unavailable.")
return
end
local inputOk, virtualInput = pcall(function()
return Input:CreateVirtualInput()
end)
if not inputOk or not virtualInput then
warn("[Farm] Automatic keyboard input unavailable.", virtualInput)
return
end
local memory = env.WolfFarmMemory
if type(memory) ~= "table" or memory.server ~= game.JobId then
memory = {server = game.JobId}
env.WolfFarmMemory = memory
end
local state = {
stopped = false, attackAllowed = false,
mouseHeld = false, shiftHeld = false, eHeld = false,
drinkRequested = false, drinkBusy = false,
workerStarted = false, workerFinished = false,
reason = "Stopped"
}
local character, humanoid, root, originalAutoRotate
local wolf, wolfRoot, wolfHumanoid
local human, humanRoot, humanHumanoid
local phase, phaseStarted = "approach", 0
local passDirection
local mode = "hunt"
local recovering = false
local nextWolfSearch, nextHumanSearch = 0, 0
local nextDrinkAt = tonumber(memory.nextDrinkAt) or 0
local nextLocationSearch = 0
local nextQuestCheck = 0
local drinkAt, bloodBeforeDrink, lastDrinkHuman
local awaitingBloodCheck = false
local ignoredHumans = {}
local status
local clicks, drinks = 0, 0
local connection
local bound, cleaned = false, false
local bindingName = "WolfContinuousShuttle"
local function flat(v)
return Vector3.new(v.X, 0, v.Z)
end
local function report(message)
if message ~= status then
status = message
print("[Farm]", message)
end
end
local function bloodReading()
local value = tonumber(player:GetAttribute("BloodThirst"))
local maximum = tonumber(player:GetAttribute("MaxBloodThirst"))
if not value or not maximum or maximum <= 0 then return nil end
return value / maximum, value
end
local function releaseMouse()
if not state.mouseHeld then return true end
local ok, err = pcall(release)
if ok then
state.mouseHeld = false
else
warn("[Farm] Mouse release failed:", err)
warn("[Farm] Physically press and release the left mouse button.")
end
return ok
end
local function releaseKey(field, key)
if not state[field] then return true end
local ok, err = pcall(function()
virtualInput:SendKey(false, key, false)
end)
if ok then
state[field] = false
else
warn("[Farm] Key release failed:", key.Name, err)
warn("[Farm] Physically press and release that key.")
end
return ok
end
local function sprint(enabled)
if enabled then
if not state.shiftHeld then
state.shiftHeld = true
virtualInput:SendKey(true, Enum.KeyCode.LeftShift, false)
end
elseif not releaseKey("shiftHeld", Enum.KeyCode.LeftShift) then
error("Shift release failed")
end
end
local function stopMovement()
if humanoid and humanoid.Parent then
humanoid:Move(Vector3.zero, false)
if originalAutoRotate ~= nil then
humanoid.AutoRotate = originalAutoRotate
end
end
end
local resetNavigation
local function cleanup()
if cleaned then return end
cleaned = true
if resetNavigation then resetNavigation() end
state.attackAllowed = false
state.drinkRequested = false
releaseMouse()
releaseKey("eHeld", Enum.KeyCode.E)
releaseKey("shiftHeld", Enum.KeyCode.LeftShift)
if connection then connection:Disconnect() end
if env.WolfShuttleController == state then
if bound then RunService:UnbindFromRenderStep(bindingName) end
pcall(stopMovement)
-- Retain the stopped controller until its input worker has exited.
env.WolfSprintTestRunning = nil
end
end
state.stop = function(reason)
state.stopped = true
state.reason = reason or "Stopped"
cleanup()
end
env.WolfShuttleController = state
env.WolfSprintTestRunning = true
connection = Input.InputBegan:Connect(function(key)
if key.KeyCode == Enum.KeyCode.F6 then state.stop("F6 pressed") end
end)
local function pause(message)
if resetNavigation then resetNavigation() end
state.attackAllowed = false
state.drinkRequested = false
phase = "approach"
stopMovement()
sprint(false)
if not releaseMouse() then error("Mouse release failed") end
if not releaseKey("eHeld", Enum.KeyCode.E) then
error("E release failed")
end
report(message)
end
local function alive(model, modelRoot, modelHumanoid)
return model and model.Parent
and modelRoot and modelRoot.Parent
and modelHumanoid and modelHumanoid.Parent
and modelHumanoid.Health > 0
end
-- Inspect only each candidate NPC, never the entire Workspace.
local function isQuestNPC(model)
local function mentionsQuest(value)
return type(value) == "string"
and string.find(string.lower(value), "quest", 1, true) ~= nil
end
if mentionsQuest(model.Name) then return true end
for _, item in ipairs(model:GetDescendants()) do
if mentionsQuest(item.Name) then return true end
if item:IsA("TextLabel") or item:IsA("TextButton") then
if mentionsQuest(item.Text) then return true end
elseif item:IsA("ProximityPrompt") then
if mentionsQuest(item.ActionText) or mentionsQuest(item.ObjectText) then
return true
end
end
end
return false
end
local function hasHumanLabel(model)
if not model or not model:IsA("Model") then return false end
for _, item in ipairs(model:GetDescendants()) do
if item:IsA("TextLabel") or item:IsA("TextButton") then
local text = item.Text
if item.RichText then text = text:gsub("<[^>]*>", "") end
text = text:match("^%s*(.-)%s*$")
if string.lower(text) == "human" then
local parent = item
local visible, overhead = true, false
while parent and parent ~= model do
if parent:IsA("GuiObject") and not parent.Visible then
visible = false
end
if parent:IsA("BillboardGui") then
overhead = true
if not parent.Enabled then visible = false end
end
parent = parent.Parent
end
if overhead and visible then return true end
end
end
end
return false
end
local function nearest(folder, range, humansOnly)
if not folder then return nil end
local selected, selectedRoot, selectedHumanoid
local closest = range
for _, model in ipairs(folder:GetChildren()) do
local allowed = not humansOnly or (hasHumanLabel(model) and not isQuestNPC(model))
local ignored = humansOnly and ignoredHumans[model]
and ignoredHumans[model] > os.clock()
if model:IsA("Model") and allowed and not ignored then
local h = model:FindFirstChildOfClass("Humanoid")
local r = model:FindFirstChild("HumanoidRootPart")
if h and h.Health > 0 and r and r:IsA("BasePart") then
local distance = (r.Position - root.Position).Magnitude
if distance <= closest then
selected, selectedRoot, selectedHumanoid = model, r, h
closest = distance
end
end
end
end
return selected, selectedRoot, selectedHumanoid
end
local function aim(position)
local camera = workspace.CurrentCamera
if camera and (position - camera.CFrame.Position).Magnitude > 0.1 then
camera.CFrame = CFrame.lookAt(camera.CFrame.Position, position)
end
end
local function face(position)
local delta = flat(position - root.Position)
if delta.Magnitude > 0.05 then
root.CFrame = CFrame.lookAt(root.Position, root.Position + delta.Unit)
end
end
-- ComputeAsync runs in a separate task, never inside the render callback.
local nav = {generation = 0, busy = false, failures = 0, retryAt = 0}
local departureRequested = false
resetNavigation = function()
nav.generation = nav.generation + 1
if nav.blocked then nav.blocked:Disconnect(); nav.blocked = nil end
if nav.path then nav.path:Destroy(); nav.path = nil end
nav.points, nav.goal, nav.anchor = nil, nil, nil
nav.needsRetry = false
nav.directAnchor, nav.directSince = nil, nil
nav.detour = false
nav.nextObstacleCheck = 0
nav.closeAnchor = nil
nav.failures, nav.retryAt = 0, 0
-- A pending computation must finish before another one may start.
end
local function retryRoute(reason)
if nav.blocked then nav.blocked:Disconnect(); nav.blocked = nil end
if nav.path then nav.path:Destroy(); nav.path = nil end
nav.points = nil
nav.failures = nav.failures + 1
nav.retryAt = os.clock() + 1
humanoid:Move(Vector3.zero, false)
warn("[Travel]", reason, "Retry", nav.failures, "of 3")
if nav.failures >= 3 then
state.stop("Travel could not find or follow a route after three attempts")
end
end
local function requestRoute(position)
if nav.busy or state.stopped or os.clock() < nav.retryAt then return end
nav.busy = true
nav.started = os.clock()
local generation = nav.generation
local start = root.Position
local goal = position
-- Only calculate a local route, never the entire long trip.
if (goal - start).Magnitude > 100 then
goal = start + (goal - start).Unit * 80
local params = RaycastParams.new()
params.FilterType = Enum.RaycastFilterType.Exclude
params.FilterDescendantsInstances = {character}
local ground = workspace:Raycast(goal + Vector3.new(0, 15, 0),
Vector3.new(0, -60, 0), params)
if ground then goal = ground.Position end
if (goal - start).Magnitude > 100 then
nav.busy = false
retryRoute("Local ground destination exceeds 100 studs")
return
end
end
task.spawn(function()
local path
local success, result = false, "No usable approach point"
local candidates = {goal}
if mode == "feed" and humanRoot and humanRoot.Parent
and (goal - humanRoot.Position).Magnitude < 5 then
candidates = {}
local params = RaycastParams.new()
params.FilterType = Enum.RaycastFilterType.Exclude
local exclude = {character}
local humansFolder = workspace:FindFirstChild("Humans")
if humansFolder then table.insert(exclude, humansFolder) end
params.FilterDescendantsInstances = exclude
local toward = flat(start - goal)
local baseAngle = math.atan2(toward.Z, toward.X)
for _, radius in ipairs({4, 7}) do
for _, turn in ipairs({0, math.pi / 2, -math.pi / 2, math.pi}) do
local angle = baseAngle + turn
local offset = goal + Vector3.new(math.cos(angle)*radius, 0,
math.sin(angle)*radius)
local hit = workspace:Raycast(offset + Vector3.new(0, 8, 0),
Vector3.new(0, -24, 0), params)
if hit and hit.Normal.Y > 0.5 then
table.insert(candidates, hit.Position)
end
end
end
end
for _, candidate in ipairs(candidates) do
if state.stopped or generation ~= nav.generation then break end
success, result = pcall(function()
path = Pathfinding:CreatePath({
AgentRadius = 2, AgentHeight = 5,
AgentCanJump = true, WaypointSpacing = 6
})
path:ComputeAsync(start, candidate)
if path.Status ~= Enum.PathStatus.Success then
error("Path status: " .. tostring(path.Status))
end
return path:GetWaypoints()
end)
if success and #result >= 2 then
goal = candidate
break
end
if path then path:Destroy(); path = nil end
task.wait(0.05)
end
nav.busy = false
if state.stopped or env.WolfShuttleController ~= state
or generation ~= nav.generation then
if path then path:Destroy() end
return
end
if not success or #result < 2 then
warn("[Travel detail]", success and "Path returned fewer than two waypoints" or tostring(result))
warn("[Travel detail] Mode:", mode, "Distance:", math.floor((goal - start).Magnitude))
warn("[Travel detail] Start:", start, "Destination:", goal)
if path then path:Destroy() end
retryRoute("Path calculation failed; see Travel detail above")
return
end
nav.path, nav.points, nav.index = path, result, 2
nav.anchor, nav.progressAt = root.Position, os.clock()
nav.jumpIndex = nil
nav.blocked = path.Blocked:Connect(function(index)
if generation == nav.generation and nav.points and index >= nav.index then
nav.needsRetry = true
end
end)
print("[Travel] Route ready; waypoints:", #result)
end)
end
-- Check a small corridor ahead while sprinting directly between areas.
-- This is local obstacle detection, not a scan of the map.
local function obstacleAhead(direction)
local params = RaycastParams.new()
params.FilterType = Enum.RaycastFilterType.Exclude
params.RespectCanCollide = true
local excluded = {character}
for _, name in ipairs({"Humans", "Spawn4Werewolves"}) do
local folder = workspace:FindFirstChild(name)
if folder then table.insert(excluded, folder) end
end
params.FilterDescendantsInstances = excluded
local speed = flat(root.AssemblyLinearVelocity).Magnitude
local lookAhead = math.clamp(speed * 0.65 + 8, 18, 70)
local side = Vector3.new(-direction.Z, 0, direction.X)
for _, height in ipairs({0, 2}) do
for _, offset in ipairs({-2, 0, 2}) do
local origin = root.Position + side * offset + Vector3.new(0, height, 0)
if workspace:Raycast(origin, direction * lookAhead, params) then
return true
end
end
end
return false
end
local function travel(position)
local now = os.clock()
if not nav.goal
or ((position - nav.goal).Magnitude > 12 and not nav.points and not nav.busy)
or (mode == "feed" and nav.humanTarget ~= human)
or (nav.lastUsed and now - nav.lastUsed > 0.3) then
resetNavigation()
nav.goal = position
nav.humanTarget = human
end
nav.lastUsed = now
humanoid.AutoRotate = true
local distance = flat(position - root.Position).Magnitude
sprint(not (mode == "feed" and distance <= 8))
-- Finish the last few studs without repeatedly pathfinding to an NPC.
-- Only do so with a clear line and a bounded progress check.
if mode == "feed" and humanRoot and humanRoot.Parent and distance <= 8 then
local params = RaycastParams.new()
params.FilterType = Enum.RaycastFilterType.Exclude
params.FilterDescendantsInstances = {character, human}
local obstruction = workspace:Raycast(root.Position,
humanRoot.Position - root.Position, params)
if not obstruction then
if not nav.closeAnchor then
nav.closeAnchor, nav.closeAt = root.Position, now
elseif flat(root.Position - nav.closeAnchor).Magnitude >= 1 then
nav.closeAnchor, nav.closeAt = root.Position, now
elseif now - nav.closeAt >= 3 then
nav.closeAnchor = nil
retryRoute("Final drinking approach made no progress")
return distance
end
if now < nav.retryAt then
humanoid:Move(Vector3.zero, false)
return distance
end
sprint(false)
local delta = flat(humanRoot.Position - root.Position)
humanoid:Move(delta.Magnitude > 0.05 and delta.Unit or Vector3.zero, false)
aim(humanRoot.Position)
return distance
end
else
nav.closeAnchor = nil
end
-- Long journeys use direct sprinting. Route only near the destination,
-- when leaving the feeding area, or after direct travel gets stuck.
if distance > 100 and not departureRequested and not nav.detour
and not nav.points and not nav.busy then
if not nav.directAnchor then
nav.directAnchor, nav.directSince = root.Position, now
elseif flat(root.Position - nav.directAnchor).Magnitude >= 3 then
nav.directAnchor, nav.directSince = root.Position, now
elseif now - nav.directSince >= 3 then
nav.detour = true
print("[Travel] Direct sprint stalled; requesting a local detour.")
end
if not nav.detour and now >= (nav.nextObstacleCheck or 0) then
nav.nextObstacleCheck = now + 0.1
local direction = flat(position - root.Position).Unit
if obstacleAhead(direction) then
nav.detour = true
humanoid:Move(Vector3.zero, false)
local velocity = root.AssemblyLinearVelocity
root.AssemblyLinearVelocity = Vector3.new(0, velocity.Y, 0)
print("[Travel] Obstacle ahead; stopping direct sprint for a local route.")
end
end
if not nav.detour then
local delta = flat(position - root.Position)
humanoid:Move(delta.Unit, false)
aim(position)
return distance
end
end
if nav.busy then
humanoid:Move(Vector3.zero, false)
if now - nav.started > 12 then
state.stop("Travel path calculation timed out")
end
return distance
end
if nav.needsRetry then
nav.needsRetry = false
retryRoute("Route became blocked")
return distance
end
if not nav.points then
humanoid:Move(Vector3.zero, false)
requestRoute(position)
return distance
end
local waypoint = nav.points[nav.index]
while waypoint do
local delta = flat(waypoint.Position - root.Position)
local previous = nav.points[nav.index - 1].Position
local segment = flat(waypoint.Position - previous)
local passed = segment.Magnitude > 0.01
and delta:Dot(segment.Unit) <= 0 and delta.Magnitude < 8
local nearHeight = math.abs(root.Position.Y - waypoint.Position.Y) < 8
if nearHeight and (delta.Magnitude <= 2 or passed) then
nav.index = nav.index + 1
waypoint = nav.points[nav.index]
else
break
end
end
if not waypoint then
departureRequested = false
resetNavigation()
humanoid:Move(Vector3.zero, false)
return distance
end
if flat(root.Position - nav.anchor).Magnitude >= 3 then
nav.anchor, nav.progressAt = root.Position, now
nav.failures = 0
elseif now - nav.progressAt >= 3 then
retryRoute("No movement progress for three seconds")
return distance
end
if waypoint.Action == Enum.PathWaypointAction.Jump and nav.jumpIndex ~= nav.index then
humanoid.Jump = true
nav.jumpIndex = nav.index
end
local delta = flat(waypoint.Position - root.Position)
humanoid:Move(delta.Magnitude > 0.05 and delta.Unit or Vector3.zero, false)
aim(waypoint.Position + Vector3.new(0, 2, 0))
return distance
end
local function brake()
humanoid:Move(Vector3.zero, false)
local velocity = root.AssemblyLinearVelocity
root.AssemblyLinearVelocity = Vector3.new(0, velocity.Y, 0)
end
local function clearTargets()
wolf, wolfRoot, wolfHumanoid = nil, nil, nil
human, humanRoot, humanHumanoid = nil, nil, nil
phase = "approach"
end
local ok, err = pcall(function()
print("[Farm] Starts in 2 seconds. Focus game; keep Alt lock on.")
print("[Farm] Automatic Shift. Continuous run. F6 shuts down.")
local readyAt = os.clock() + COUNTDOWN
while os.clock() < readyAt do
if state.stopped or env.WolfShuttleController ~= state then return end
task.wait(0.05)
end
if state.stopped or env.WolfShuttleController ~= state then return end
local function update()
state.attackAllowed = false
if state.stopped or env.WolfShuttleController ~= state then return end
local now = os.clock()
if player.Character ~= character then
pause("Waiting for character.")
character = player.Character
humanoid, root, originalAutoRotate = nil, nil, nil
recovering = false
awaitingBloodCheck = false
nextWolfSearch, nextHumanSearch = 0, 0
clearTargets()
end
if not character or not character.Parent then
pause("Waiting for respawn.")
return
end
humanoid = character:FindFirstChildOfClass("Humanoid")
root = character:FindFirstChild("HumanoidRootPart")
if not humanoid or not root then
pause("Waiting for character to load.")
return
end
if originalAutoRotate == nil then
originalAutoRotate = humanoid.AutoRotate
for _, name in ipairs({
"WolfHoverPosition", "WolfHoverOrientation", "WolfHoverAttachment"
}) do
local object = root:FindFirstChild(name)
if object then object:Destroy() end
end
end
if humanoid.Health <= 0 then
pause("Waiting for respawn.")
return
end
local health = humanoid.Health / math.max(humanoid.MaxHealth, 1)
if health <= PAUSE_HEALTH then recovering = true end
if recovering and health < RESUME_HEALTH then
pause("Recovering health; resumes at 50%.")
return
end
recovering = false
local bloodRatio, bloodValue = bloodReading()
if not bloodRatio then
pause("Waiting for BloodThirst and MaxBloodThirst values.")
return
end
-- Travel discovery is independent of the local combat radius.
if now >= nextLocationSearch then
nextLocationSearch = now + 2
local candidate, candidateRoot = nearest(
workspace:FindFirstChild("Spawn4Werewolves"), TRAVEL_RANGE, false)
if candidate then memory.wolfPosition = candidateRoot.Position end
end
-- Remember a loaded human location for later long-distance travel.
if mode ~= "feed" and now >= nextHumanSearch then
nextHumanSearch = now + 2
local candidate, candidateRoot =
nearest(workspace:FindFirstChild("Humans"), HUMAN_RANGE, true)
if candidate then memory.humanPosition = candidateRoot.Position end
end
if bloodRatio <= BLOOD_LOW and mode ~= "feed" then
if alive(wolf, wolfRoot, wolfHumanoid) then
memory.wolfPosition = wolfRoot.Position
end
mode = "feed"
phase = "approach"
human, humanRoot, humanHumanoid = nil, nil, nil
nextHumanSearch = 0
report("Low blood: starting human refill trip.")
end
if mode == "feed" then
if awaitingBloodCheck and drinkAt
and now - drinkAt >= DRINK_CHECK_DELAY then
awaitingBloodCheck = false
if bloodValue > bloodBeforeDrink + 0.5 then
print("[Farm] Blood increased:",
bloodBeforeDrink, "->", bloodValue)
else
print("[Farm] No blood increase detected after E.")
if lastDrinkHuman then
ignoredHumans[lastDrinkHuman] = now + 30
end
human, humanRoot, humanHumanoid = nil, nil, nil
nextHumanSearch = 0
end
end
if bloodRatio >= BLOOD_TARGET
and not state.drinkBusy and not awaitingBloodCheck then
state.drinkRequested = false
mode = "return"
resetNavigation()
departureRequested = true
clearTargets()
report("Blood refilled: returning to the wolf area.")
return
end
if state.drinkBusy or awaitingBloodCheck then
stopMovement()
sprint(false)
if humanRoot and humanRoot.Parent then
aim(humanRoot.Position)
face(humanRoot.Position)
end
report("Waiting for the drink result.")
return
end
if human and now >= nextQuestCheck then
nextQuestCheck = now + 1
if not hasHumanLabel(human) or isQuestNPC(human) then
print("[Farm] Skipping NPC without a confirmed Human label:", human:GetFullName())
ignoredHumans[human] = now + 10
human, humanRoot, humanHumanoid = nil, nil, nil
memory.humanPosition = nil
state.drinkRequested = false
resetNavigation()
nextHumanSearch = 0
end
end
if not alive(human, humanRoot, humanHumanoid) then
human, humanRoot, humanHumanoid = nil, nil, nil
if now >= nextHumanSearch then
nextHumanSearch = now + 1
human, humanRoot, humanHumanoid =
nearest(workspace:FindFirstChild("Humans"), HUMAN_RANGE, true)
end
end
if not human then
state.drinkRequested = false
if memory.humanPosition
and flat(memory.humanPosition - root.Position).Magnitude > 15 then
report("Sprinting to the last known human location.")
travel(memory.humanPosition)
else
pause(memory.humanPosition
and "At saved human area: waiting for a living Human to load."
or "Human location unknown. Move toward humans; this run keeps checking.")
end
return
end
memory.humanPosition = humanRoot.Position
local distance = (humanRoot.Position - root.Position).Magnitude
if distance > DRINK_DISTANCE then
state.drinkRequested = false
report("Sprinting to a human.")
travel(humanRoot.Position)
return
end
brake()
sprint(false)
humanoid.AutoRotate = false
aim(humanRoot.Position)
face(humanRoot.Position)
if now < nextDrinkAt then
report("At human: waiting for nine-second drinking cooldown.")
else
state.drinkRequested = true
report("At human: requesting one E press.")
end
return
end
if mode == "return" then
if memory.wolfPosition
and flat(memory.wolfPosition - root.Position).Magnitude > 75 then
report("Sprinting back to the saved wolf area.")
travel(memory.wolfPosition)
return
end
mode = "hunt"
nextWolfSearch = 0
end
local wolfFolder = workspace:FindFirstChild("Spawn4Werewolves")
if not wolfFolder then
if memory.wolfPosition
and flat(memory.wolfPosition - root.Position).Magnitude > 75 then
report("Sprinting toward the saved wolf area; waiting for wolves to load.")
travel(memory.wolfPosition)
else
pause("Wolf area unknown or not loaded. Move toward wolves; this run keeps checking.")
end
return
end
if not alive(wolf, wolfRoot, wolfHumanoid) then
wolf, wolfRoot, wolfHumanoid = nil, nil, nil
phase = "approach"
if now >= nextWolfSearch then
nextWolfSearch = now + 1
wolf, wolfRoot, wolfHumanoid =
nearest(wolfFolder, WOLF_RANGE, false)
end
if not wolf then
if memory.wolfPosition
and flat(memory.wolfPosition - root.Position).Magnitude > 75 then
report("Sprinting to the saved wolf area.")
travel(memory.wolfPosition)
else
pause(memory.wolfPosition
and "At saved wolf area: waiting for a living wolf within 500 studs."
or "No loaded wolf within 3500 studs and no saved location. Move toward wolves; no rerun needed.")
end
return
end
print("[Farm] Selected wolf:", wolf.Name)
end
memory.wolfPosition = wolfRoot.Position
-- Release during the stationary burst so the next moving pass
-- sends a fresh Shift press instead of trusting a stale held flag.
sprint(phase ~= "burst")
report("Fighting wolves.")
local center = wolfRoot.Position
aim(center)
local delta = flat(center - root.Position)
local distance = delta.Magnitude
local direction
if distance > 0.05 then
direction = delta.Unit
else
local facing = flat(root.CFrame.LookVector)
direction = facing.Magnitude > 0.05
and facing.Unit or Vector3.new(0, 0, -1)
end
if phase == "approach" then
humanoid.AutoRotate = true
humanoid:Move(direction, false)
if distance <= PASS_START_DISTANCE then
passDirection = direction
phaseStarted = now
phase = "pass"
end
return
end
if phase == "pass" then
local progress = flat(root.Position - center):Dot(passDirection)
if progress >= PASS_BEYOND then
brake()
if distance <= ATTACK_DISTANCE then
phase = "burst"
phaseStarted = now
sprint(false)
else
phase = "approach"
return
end
elseif now - phaseStarted >= PASS_TIMEOUT then
phase = "approach"
return
else
humanoid.AutoRotate = true
humanoid:Move(passDirection, false)
return
end
end
if phase == "burst" then
humanoid:Move(Vector3.zero, false)
humanoid.AutoRotate = false
if now - phaseStarted >= BURST_DURATION
or distance > ATTACK_DISTANCE then
phase = "approach"
return
end
face(center)
state.attackAllowed = true
end
end
RunService:BindToRenderStep(
bindingName,
Enum.RenderPriority.Last.Value - 1,
function()
local frameOk, frameError = pcall(update)
if not frameOk then
warn("[Farm]", frameError)
state.stop("Movement, refill, or camera error")
end
end
)
bound = true
state.workerStarted = true
task.spawn(function()
local workerOk, workerError = pcall(function()
while not state.stopped and env.WolfShuttleController == state do
local characterReady = character == player.Character
and humanoid and humanoid.Parent and humanoid.Health > 0
and root and root.Parent
if characterReady and mode == "feed"
and state.drinkRequested and not state.drinkBusy
and alive(human, humanRoot, humanHumanoid)
and hasHumanLabel(human) and not isQuestNPC(human)
and os.clock() >= nextDrinkAt
and (humanRoot.Position - root.Position).Magnitude
<= DRINK_DISTANCE then
state.drinkRequested = false
state.drinkBusy = true
local _, bloodValue = bloodReading()
bloodBeforeDrink = bloodValue
lastDrinkHuman = human
drinkAt = os.clock()
nextDrinkAt = drinkAt + DRINK_COOLDOWN
memory.nextDrinkAt = nextDrinkAt
awaitingBloodCheck = true
sprint(false)
state.eHeld = true
virtualInput:SendKey(true, Enum.KeyCode.E, false)
task.wait(0.08)
if not releaseKey("eHeld", Enum.KeyCode.E) then
error("E release failed")
end
state.drinkBusy = false
if state.stopped or env.WolfShuttleController ~= state then break end
drinks = drinks + 1
print("[Farm] E sent; checking blood increase.")
elseif characterReady and mode == "hunt"
and state.attackAllowed
and humanoid.Health > humanoid.MaxHealth * PAUSE_HEALTH
and alive(wolf, wolfRoot, wolfHumanoid)
and flat(wolfRoot.Position - root.Position).Magnitude
<= ATTACK_DISTANCE then
state.mouseHeld = true
press()
task.wait(HOLD_TIME)
if not releaseMouse() then error("Mouse release failed") end
if state.stopped or env.WolfShuttleController ~= state then break end
clicks = clicks + 1
task.wait(GAP_TIME)
else
task.wait(0.01)
end
end
end)
releaseMouse()
releaseKey("eHeld", Enum.KeyCode.E)
state.drinkBusy = false
if not workerOk then
warn("[Farm]", workerError)
state.stop("Input error")
end
state.workerFinished = true
end)
while not state.stopped and env.WolfShuttleController == state do
task.wait(0.1)
end
end)
if not ok then
warn("[Farm]", err)
state.reason = "Script error"
end
state.stopped = true
cleanup()
print("[Farm] Stopped:", state.reason)
print("[Farm] Completed attack click pairs:", clicks)
print("[Farm] Drinking attempts:", drinks)Copy the code above into a compatible Roblox script executor if you choose to test it.
Vampire life Script Status
Roblox and game updates can affect compatibility, so the script’s status should be treated as temporary rather than guaranteed.
Frequently Asked Questions
What is a Vampire life script?
A Vampire life script is third-party Lua code intended to run alongside the Roblox game through a compatible script executor.
What features does this Vampire life script include?
Different scripts contain different code. This version includes: (Vampire AutoFarm).
How do you use the Vampire life script?
Pick a compatible executor such as Hydrogen, MacSploit, AWP.GG, Delta, Fluxus, Codex, launch Roblox and join the game, copy the complete Lua code from the script card above, paste it into the executor’s editor, and click Run or Execute. Compatibility changes over time, so a name here doesn’t guarantee current support.
Can a Vampire life script get your Roblox account banned?
Yes. Third-party scripts can violate Roblox rules and may put an account at risk. Only use code from a source you trust, never enter your Roblox password into a script or executor, and test on an alternate account first.
Does the Vampire life script work on mobile?
Check whether both the executor and the script support your device and the current Roblox version. Mobile executor support does not guarantee that every script will work.